mesa: Avoid revalidating shine tables in _tnl_RasterPos.
Now that _tnl_RasterPos no longer uses the shine tables, avoid revalidating them. Reviewed-by: Alex Deucher <alexdeucher@gmail.com> Reviewed-by: Brian Paul <brianp@vmware.com> Signed-off-by: Mathias Froehlich <Mathias.Froehlich@web.de>
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@ -123,8 +123,6 @@ shade_rastpos(struct gl_context *ctx,
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const struct gl_light *light;
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GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */
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_mesa_validate_all_lighting_tables( ctx );
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COPY_3V(diffuseColor, base[0]);
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diffuseColor[3] = CLAMP(
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ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
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